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//
// ID Engine
// ID_SD.c - Sound Manager for Wolfenstein 3D
// v1.2
// By Jason Blochowiak
//
//
// This module handles dealing with generating sound on the appropriate
// hardware
//
// Depends on: User Mgr (for parm checking)
//
// Globals:
// For User Mgr:
// SoundBlasterPresent - SoundBlaster card present?
// AdLibPresent - AdLib card present?
// SoundMode - What device is used for sound effects
// (Use SM_SetSoundMode() to set)
// MusicMode - What device is used for music
// (Use SM_SetMusicMode() to set)
// DigiMode - What device is used for digitized sound effects
// (Use SM_SetDigiDevice() to set)
//
// For Cache Mgr:
// NeedsDigitized - load digitized sounds?
// NeedsMusic - load music?
//
#include "wl_def.h"
#include <SDL_mixer.h>
#include "dosbox/dbopl.h"
#define ORIGSAMPLERATE 7042
static Uint16 mix_format;
static int mix_channels;
typedef struct
{
uint32_t startpage;
uint32_t length;
} digiinfo;
static Mix_Chunk SoundChunks[STARTMUSIC - STARTDIGISOUNDS] = {0};
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_mutex *audioMutex;
globalsoundpos channelSoundPos[MIX_CHANNELS];
// Global variables
boolean AdLibPresent,
SoundBlasterPresent,SBProPresent,
SoundPositioned;
SDMode SoundMode;
SMMode MusicMode;
SDSMode DigiMode;
static byte **SoundTable;
int DigiMap[LASTSOUND];
int DigiChannel[STARTMUSIC - STARTDIGISOUNDS];
// Internal variables
static boolean SD_Started;
static boolean nextsoundpos;
static soundnames SoundNumber;
static soundnames DigiNumber;
static word SoundPriority;
static word DigiPriority;
static int LeftPosition;
static int RightPosition;
word NumDigi;
static digiinfo *DigiList;
static boolean DigiPlaying;
// PC Sound variables
static volatile byte pcLastSample;
static byte * volatile pcSound;
static longword pcLengthLeft;
// AdLib variables
static byte * volatile alSound;
static byte alBlock;
static longword alLengthLeft;
static longword alTimeCount;
static Instrument alZeroInst;
// Sequencer variables
static volatile boolean sqActive;
static word *sqHack;
static word *sqHackPtr;
static int sqHackLen;
static int sqHackSeqLen;
static longword sqHackTime;
DBOPL::Chip oplChip;
static inline bool YM3812Init(int numChips, int clock, int rate)
{
oplChip.Setup(rate);
return false;
}
static inline void YM3812Write(DBOPL::Chip &which, Bit32u reg, Bit8u val)
{
which.WriteReg(reg, val);
}
static inline void YM3812UpdateOne(DBOPL::Chip &which, int16_t *stream, int length)
{
Bit32s buffer[512 * 2];
int i;
// length is at maximum samplesPerMusicTick = param_samplerate / 700
// so 512 is sufficient for a sample rate of 358.4 kHz (default 44.1 kHz)
if(length > 512)
length = 512;
if(which.opl3Active)
{
which.GenerateBlock3(length, buffer);
// GenerateBlock3 generates a number of "length" 32-bit stereo samples
// so we only need to convert them to 16-bit samples
for(i = 0; i < length * 2; i++) // * 2 for left/right channel
{
// Multiply by 4 to match loudness of MAME emulator.
Bit32s sample = buffer[i] << 2;
if(sample > 32767) sample = 32767;
else if(sample < -32768) sample = -32768;
stream[i] = sample;
}
}
else
{
which.GenerateBlock2(length, buffer);
// GenerateBlock3 generates a number of "length" 32-bit mono samples
// so we need to convert them to 32-bit stereo samples
for(i = 0; i < length; i++)
{
// Multiply by 4 to match loudness of MAME emulator.
// Then upconvert to stereo.
Bit32s sample = buffer[i] << 2;
if(sample > 32767) sample = 32767;
else if(sample < -32768) sample = -32768;
stream[i * 2] = stream[i * 2 + 1] = (int16_t) sample;
}
}
}
static void SDL_SoundFinished(void)
{
SoundNumber = (soundnames)0;
SoundPriority = 0;
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCPlaySound() - Plays the specified sound on the PC speaker
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_PCPlaySound(PCSound *sound)
{
/*
// _asm pushfd
_asm cli
*/
pcLastSample = -1;
pcLengthLeft = sound->common.length;
pcSound = sound->data;
/*
// _asm popfd
_asm sti
*/
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_PCStopSound(void)
{
/*
// _asm pushfd
_asm cli
*/
pcSound = 0;
/*
_asm in al,0x61 // Turn the speaker off
_asm and al,0xfd // ~2
_asm out 0x61,al
// _asm popfd
_asm sti
*/
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutPC() - Turns off the pc speaker
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutPC(void)
{
/*
// _asm pushfd
_asm cli
*/
pcSound = 0;
/*
_asm in al,0x61 // Turn the speaker & gate off
_asm and al,0xfc // ~3
_asm out 0x61,al
// _asm popfd
_asm sti
*/
}
// Adapted from Chocolate Doom (chocolate-doom/pcsound/pcsound_sdl.c)
#define SQUARE_WAVE_AMP 0x2000
static void SDL_PCMixCallback(void *udata, Uint8 *stream, int len)
{
static int current_remaining = 0;
static int current_freq = 0;
static int phase_offset = 0;
void *streamp = stream;
Sint16 *leftptr;
Sint16 *rightptr;
Sint16 this_value;
int oldfreq;
int i;
int nsamples;
// Number of samples is quadrupled, because of 16-bit and stereo
nsamples = len / 4;
leftptr = (Sint16 *) streamp;
rightptr = ((Sint16 *) streamp) + 1;
// Fill the output buffer
for (i=0; i<nsamples; ++i)
{
// Has this sound expired? If so, retrieve the next frequency
while (current_remaining == 0)
{
oldfreq = current_freq;
// Get the next frequency to play
if(pcSound)
{
if(*pcSound!=pcLastSample)
{
pcLastSample=*pcSound;
if(pcLastSample)
// The PC PIC counts down at 1.193180MHz
// So pwm_freq = counter_freq / reload_value
// reload_value = pcLastSample * 60 (see SDL_DoFX)
current_freq = 1193180 / (pcLastSample * 60);
else
current_freq = 0;
// The PC speaker sample rate is 140Hz (see SDL_t0SlowAsmService)
current_remaining = param_samplerate / 140;
}
pcSound++;
pcLengthLeft--;
if(!pcLengthLeft)
{
pcSound=0;
SoundNumber=(soundnames)0;
SoundPriority=0;
}
}
else
{
current_freq = 0;
current_remaining = 1;
}
if (current_freq != 0)
{
// Adjust phase to match to the new frequency.
// This gives us a smooth transition between different tones,
// with no impulse changes.
phase_offset = (phase_offset * oldfreq) / current_freq;
}
}
// Set the value for this sample.
if (current_freq == 0)
{
// Silence
this_value = 0;
}
else
{
int frac;
// Determine whether we are at a peak or trough in the current
// sound. Multiply by 2 so that frac % 2 will give 0 or 1
// depending on whether we are at a peak or trough.
frac = (phase_offset * current_freq * 2) / param_samplerate;
if ((frac % 2) == 0)
{
this_value = SQUARE_WAVE_AMP;
}
else
{
this_value = -SQUARE_WAVE_AMP;
}
++phase_offset;
}
--current_remaining;
// Use the same value for the left and right channels.
*leftptr += this_value;
*rightptr += this_value;
leftptr += 2;
rightptr += 2;
}
}
void
SD_StopDigitized(void)
{
DigiPlaying = false;
DigiNumber = (soundnames) 0;
DigiPriority = 0;
SoundPositioned = false;
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
SDL_SoundFinished();
switch (DigiMode)
{
case sds_PC:
// SDL_PCStopSampleInIRQ();
SDL_PCStopSound();
break;
case sds_SoundBlaster:
// SDL_SBStopSampleInIRQ();
Mix_HaltChannel(-1);
break;
default:
break;
}
}
int SD_GetChannelForDigi(int which)
{
if(DigiChannel[which] != -1) return DigiChannel[which];
int channel = Mix_GroupAvailable(1);
if(channel == -1) channel = Mix_GroupOldest(1);
if(channel == -1) // All sounds stopped in the meantime?
return Mix_GroupAvailable(1);
return channel;
}
void SD_SetPosition(int channel, int leftpos, int rightpos)
{
if((leftpos < 0) || (leftpos > 15) || (rightpos < 0) || (rightpos > 15)
|| ((leftpos == 15) && (rightpos == 15)))
Quit("SD_SetPosition: Illegal position");
switch (DigiMode)
{
case sds_SoundBlaster:
// SDL_PositionSBP(leftpos,rightpos);
Mix_SetPanning(channel, ((15 - leftpos) << 4) + 15,
((15 - rightpos) << 4) + 15);
break;
default:
break;
}
}
void SD_PrepareSound(int which)
{
SDL_AudioCVT cvt;
if(DigiList == NULL)
Quit("SD_PrepareSound(%i): DigiList not initialized!\n", which);
int page = DigiList[which].startpage;
int size = DigiList[which].length;
byte *origsamples = PM_GetSound(page);
if(origsamples + size >= PM_GetEnd())
Quit("SD_PrepareSound(%i): Sound reaches out of page file!\n", which);
if (SDL_BuildAudioCVT(&cvt,
AUDIO_U8, 1, ORIGSAMPLERATE,
mix_format, mix_channels, param_samplerate) < 0)
{
Quit("SDL_BuildAudioCVT: %s\n", SDL_GetError());
}
cvt.len = size;
cvt.buf = (Uint8 *)malloc(cvt.len * cvt.len_mult);
// [FG] clear buffer (cvt.len * cvt.len_mult >= cvt.len_cvt)
memset(cvt.buf, 0, cvt.len * cvt.len_mult);
memcpy(cvt.buf, origsamples, cvt.len);
if (SDL_ConvertAudio(&cvt) < 0)
{
free(cvt.buf);
Quit("SDL_ConvertAudio: %s\n", SDL_GetError());
}
Mix_Chunk *const chunk = &SoundChunks[which];
chunk->allocated = 1;
chunk->volume = MIX_MAX_VOLUME;
chunk->abuf = cvt.buf;
chunk->alen = cvt.len_cvt;
}
int SD_PlayDigitized(word which,int leftpos,int rightpos)
{
if (!DigiMode)
return 0;
if (which >= NumDigi)
Quit("SD_PlayDigitized: bad sound number %i", which);
int channel = SD_GetChannelForDigi(which);
SD_SetPosition(channel, leftpos,rightpos);
DigiPlaying = true;
Mix_Chunk *sample = &SoundChunks[which];
if (sample->abuf == NULL)
{
printf("SoundChunks[%i] is NULL!\n", which);
return 0;
}
if(Mix_PlayChannel(channel, sample, 0) == -1)
{
printf("Unable to play sound: %s\n", Mix_GetError());
return 0;
}
return channel;
}
void SD_ChannelFinished(int channel)
{
channelSoundPos[channel].valid = 0;
}
void
SD_SetDigiDevice(SDSMode mode)
{
boolean devicenotpresent;
if (mode == DigiMode)
return;
SD_StopDigitized();
devicenotpresent = false;
switch (mode)
{
case sds_SoundBlaster:
if (!SoundBlasterPresent)
devicenotpresent = true;
break;
default:
break;
}
if (!devicenotpresent)
{
DigiMode = mode;
#ifdef NOTYET
SDL_SetTimerSpeed();
#endif
}
}
void
SDL_SetupDigi(void)
{
// Correct padding enforced by PM_Startup()
word *soundInfoPage = (word *) (void *) PM_GetPage(ChunksInFile-1);
NumDigi = (word) PM_GetPageSize(ChunksInFile - 1) / 4;
DigiList = (digiinfo *) malloc(NumDigi * sizeof(digiinfo));
int i;
for(i = 0; i < NumDigi; i++)
{
// Calculate the size of the digi from the sizes of the pages between
// the start page and the start page of the next sound
DigiList[i].startpage = soundInfoPage[i * 2];
if((int) DigiList[i].startpage >= ChunksInFile - 1)
{
NumDigi = i;
break;
}
int lastPage;
if(i < NumDigi - 1)
{
lastPage = soundInfoPage[i * 2 + 2];
if(lastPage == 0 || lastPage + PMSoundStart > ChunksInFile - 1) lastPage = ChunksInFile - 1;
else lastPage += PMSoundStart;
}
else lastPage = ChunksInFile - 1;
int size = 0;
for(int page = PMSoundStart + DigiList[i].startpage; page < lastPage; page++)
size += PM_GetPageSize(page);
// Don't include padding of sound info page, if padding was added
if(lastPage == ChunksInFile - 1 && PMSoundInfoPagePadded) size--;
// Patch lower 16-bit of size with size from sound info page.
// The original VSWAP contains padding which is included in the page size,
// but not included in the 16-bit size. So we use the more precise value.
if((size & 0xffff0000) != 0 && (size & 0xffff) < soundInfoPage[i * 2 + 1])
size -= 0x10000;
size = (size & 0xffff0000) | soundInfoPage[i * 2 + 1];
DigiList[i].length = size;
}
for(i = 0; i < LASTSOUND; i++)
{
DigiMap[i] = -1;
DigiChannel[i] = -1;
}
}
// AdLib Code
///////////////////////////////////////////////////////////////////////////
//
// SDL_ALStopSound() - Turns off any sound effects playing through the
// AdLib card
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ALStopSound(void)
{
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
alSound = 0;
alOut(alFreqH + 0, 0);
SDL_UnlockMutex(audioMutex);
}
static void
SDL_AlSetFXInst(Instrument *inst)
{
byte c,m;
m = 0; // modulator cell for channel 0
c = 3; // carrier cell for channel 0
alOut(m + alChar,inst->mChar);
alOut(m + alScale,inst->mScale);
alOut(m + alAttack,inst->mAttack);
alOut(m + alSus,inst->mSus);
alOut(m + alWave,inst->mWave);
alOut(c + alChar,inst->cChar);
alOut(c + alScale,inst->cScale);
alOut(c + alAttack,inst->cAttack);
alOut(c + alSus,inst->cSus);
alOut(c + alWave,inst->cWave);
// Note: Switch commenting on these lines for old MUSE compatibility
// alOutInIRQ(alFeedCon,inst->nConn);
alOut(alFeedCon,0);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ALPlaySound() - Plays the specified sound on the AdLib card
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ALPlaySound(AdLibSound *sound)
{
Instrument *inst;
byte *data;
SDL_ALStopSound();
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
alLengthLeft = sound->common.length;
data = sound->data;
alBlock = ((sound->block & 7) << 2) | 0x20;
inst = &sound->inst;
if (!(inst->mSus | inst->cSus))
{
Quit("SDL_ALPlaySound() - Bad instrument");
}
SDL_AlSetFXInst(inst);
alSound = (byte *)data;
SDL_UnlockMutex(audioMutex);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutAL() - Shuts down the AdLib card for sound effects
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutAL(void)
{
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
alSound = 0;
alOut(alEffects,0);
alOut(alFreqH + 0,0);
SDL_AlSetFXInst(&alZeroInst);
SDL_UnlockMutex(audioMutex);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartAL() - Starts up the AdLib card for sound effects
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartAL(void)
{
alOut(alEffects, 0);
SDL_AlSetFXInst(&alZeroInst);
}
////////////////////////////////////////////////////////////////////////////
//
// SDL_ShutDevice() - turns off whatever device was being used for sound fx
//
////////////////////////////////////////////////////////////////////////////
static void
SDL_ShutDevice(void)
{
switch (SoundMode)
{
case sdm_PC:
SDL_ShutPC();
break;
case sdm_AdLib:
SDL_ShutAL();
break;
default:
break;
}
SoundMode = sdm_Off;
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartDevice() - turns on whatever device is to be used for sound fx
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartDevice(void)
{
switch (SoundMode)
{
case sdm_AdLib:
SDL_StartAL();
break;
default:
break;
}
SoundNumber = (soundnames) 0;
SoundPriority = 0;
}
// Public routines
///////////////////////////////////////////////////////////////////////////
//
// SD_SetSoundMode() - Sets which sound hardware to use for sound effects
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_SetSoundMode(SDMode mode)
{
boolean result = false;
word tableoffset;
SD_StopSound();
if ((mode == sdm_AdLib) && !AdLibPresent)
mode = sdm_PC;
switch (mode)
{
case sdm_Off:
tableoffset = STARTADLIBSOUNDS;
result = true;
break;
case sdm_PC:
tableoffset = STARTPCSOUNDS;
result = true;
break;
case sdm_AdLib:
tableoffset = STARTADLIBSOUNDS;
if (AdLibPresent)
result = true;
break;
default:
Quit("SD_SetSoundMode: Invalid sound mode %i", mode);
return false;
}
SoundTable = &audiosegs[tableoffset];
if (result && (mode != SoundMode))
{
SDL_ShutDevice();
SoundMode = mode;
SDL_StartDevice();
}
return(result);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_SetMusicMode() - sets the device to use for background music
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_SetMusicMode(SMMode mode)
{
boolean result = false;
SD_FadeOutMusic();
while (SD_MusicPlaying())
SDL_Delay(5);
switch (mode)
{
case smm_Off:
result = true;
break;
case smm_AdLib:
if (AdLibPresent)
result = true;
break;
}
if (result)
MusicMode = mode;
// SDL_SetTimerSpeed();
return(result);
}
int numreadysamples = 0;
byte *curAlSound = 0;
byte *curAlSoundPtr = 0;
longword curAlLengthLeft = 0;
int soundTimeCounter = 5;
int samplesPerMusicTick;
void SDL_IMFMusicPlayer(void *udata, Uint8 *stream, int len)
{
int stereolen = len>>1;
int sampleslen = stereolen>>1;
int16_t *stream16 = (int16_t *) (void *) stream; // expect correct alignment
while(1)
{
if(numreadysamples)
{
if(numreadysamples<sampleslen)
{
YM3812UpdateOne(oplChip, stream16, numreadysamples);
stream16 += numreadysamples*2;
sampleslen -= numreadysamples;
}
else
{
YM3812UpdateOne(oplChip, stream16, sampleslen);
numreadysamples -= sampleslen;
return;
}
}
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
soundTimeCounter--;
if(!soundTimeCounter)
{
soundTimeCounter = 5;
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
// [k1n9_duk3] THIS is the way the original Wolfenstein 3-D code handled it!
if(alSound)
{
if(*alSound)
{
alOut(alFreqL, *alSound);
alOut(alFreqH, alBlock);
} else alOut(alFreqH, 0);
alSound++;
if (!(--alLengthLeft))
{
alSound = 0;
SoundPriority=0;
alOut(alFreqH, 0);
}
}
}
if(sqActive)
{
do
{
if(sqHackTime > alTimeCount) break;
sqHackTime = alTimeCount + *(sqHackPtr+1);
alOut(*(byte *) sqHackPtr, *(((byte *) sqHackPtr)+1));
sqHackPtr += 2;
sqHackLen -= 4;
}
while(sqHackLen>0);
alTimeCount++;
if(!sqHackLen)
{
sqHackPtr = sqHack;
sqHackLen = sqHackSeqLen;
sqHackTime = 0;
alTimeCount = 0;
}
}
numreadysamples = samplesPerMusicTick;
SDL_UnlockMutex(audioMutex);
}
}
static int GetSliceSize(void)
{
int limit, n;
if (param_audiobuffer != -1)
return param_audiobuffer;
limit = 2048 / (44100 / param_samplerate);
// Try all powers of two, not exceeding the limit.
for (n = 0; ; n++)
{
// 2^n <= limit < 2^n+1 ?
if ((1 << (n + 1)) > limit)
{
return (1 << n);
}
}
// Should never happen?
return 1024;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_Startup() - starts up the Sound Mgr
// Detects all additional sound hardware and installs my ISR
//
///////////////////////////////////////////////////////////////////////////
void
SD_Startup(void)
{
int i;
if (SD_Started)
return;
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
if (!(audioMutex = SDL_CreateMutex()))
{
puts("Unable to create audio mutex");
return;
}
if (Mix_OpenAudioDevice(param_samplerate, AUDIO_S16SYS, 2, GetSliceSize(), NULL,
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE) < 0)
{
printf("Unable to open audio: %s\n", Mix_GetError());
return;
}
Mix_QuerySpec(¶m_samplerate, &mix_format, &mix_channels);
Mix_ReserveChannels(2); // reserve player and boss weapon channels
Mix_GroupChannels(2, MIX_CHANNELS-1, 1); // group remaining channels
// Init music
samplesPerMusicTick = param_samplerate / 700; // SDL_t0FastAsmService played at 700Hz
if(YM3812Init(1,3579545,param_samplerate))
{
printf("Unable to create virtual OPL!!\n");
}
for(i=1;i<0xf6;i++)
YM3812Write(oplChip,i,0);
YM3812Write(oplChip,1,0x20); // Set WSE=1
// YM3812Write(0,8,0); // Set CSM=0 & SEL=0 // already set in for statement
Mix_HookMusic(SDL_IMFMusicPlayer, 0);
Mix_ChannelFinished(SD_ChannelFinished);
AdLibPresent = true;
SoundBlasterPresent = true;
alTimeCount = 0;
// Add PC speaker sound mixer
Mix_SetPostMix(SDL_PCMixCallback, NULL);
SD_SetSoundMode(sdm_Off);
SD_SetMusicMode(smm_Off);
SDL_SetupDigi();
SD_Started = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_Shutdown() - shuts down the Sound Mgr
// Removes sound ISR and turns off whatever sound hardware was active
//
///////////////////////////////////////////////////////////////////////////
void
SD_Shutdown(void)
{
if (!SD_Started)
return;
SD_MusicOff();
SD_StopSound();
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
if (audioMutex)
{
SDL_DestroyMutex(audioMutex);
audioMutex = NULL;
}
for(int i = 0; i < STARTMUSIC - STARTDIGISOUNDS; i++)
{
if (SoundChunks[i].abuf) free(SoundChunks[i].abuf);
memset(&SoundChunks[i], 0, sizeof(SoundChunks[i]));
}
free(DigiList);
SD_Started = false;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_PositionSound() - Sets up a stereo imaging location for the next
// sound to be played. Each channel ranges from 0 to 15.
//
///////////////////////////////////////////////////////////////////////////
void
SD_PositionSound(int leftvol,int rightvol)
{
LeftPosition = leftvol;
RightPosition = rightvol;
nextsoundpos = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_PlaySound() - plays the specified sound on the appropriate hardware
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_PlaySound(soundnames sound)
{
boolean ispos;
SoundCommon *s;
int lp,rp;
lp = LeftPosition;
rp = RightPosition;
LeftPosition = 0;
RightPosition = 0;
ispos = nextsoundpos;
nextsoundpos = false;
if (sound == (soundnames)-1 || (DigiMode == sds_Off && SoundMode == sdm_Off))
return 0;
void *p = SoundTable[sound];
s = (SoundCommon *) p;
if ((SoundMode != sdm_Off) && !s)
Quit("SD_PlaySound() - Uncached sound");
if ((DigiMode != sds_Off) && (DigiMap[sound] != -1))
{
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
{
if (s->priority < SoundPriority)
return 0;
SDL_PCStopSound();
SD_PlayDigitized(DigiMap[sound],lp,rp);
SoundPositioned = ispos;
SoundNumber = sound;
SoundPriority = s->priority;
}
else
{
#ifdef NOTYET
if (s->priority < DigiPriority)
return(false);
#endif
int channel = SD_PlayDigitized(DigiMap[sound], lp, rp);
SoundPositioned = ispos;
DigiNumber = sound;
DigiPriority = s->priority;
return channel + 1;
}
return(true);
}
if (SoundMode == sdm_Off)
return 0;
if (!s->length)
Quit("SD_PlaySound() - Zero length sound");
if (s->priority < SoundPriority)
return 0;
switch (SoundMode)
{
case sdm_PC:
SDL_PCPlaySound((PCSound *)s);
break;
case sdm_AdLib:
SDL_ALPlaySound((AdLibSound *)s);
break;
default:
break;
}
SoundNumber = sound;
SoundPriority = s->priority;
return 0;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_SoundPlaying() - returns the sound number that's playing, or 0 if
// no sound is playing
//
///////////////////////////////////////////////////////////////////////////
word
SD_SoundPlaying(void)
{
boolean result = false;
switch (SoundMode)
{
case sdm_PC:
result = pcSound? true : false;
break;
case sdm_AdLib:
result = alSound? true : false;
break;
default:
break;
}
if (result)
return(SoundNumber);
else
return(false);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_StopSound() - if a sound is playing, stops it
//
///////////////////////////////////////////////////////////////////////////
void
SD_StopSound(void)
{
if (DigiPlaying)
SD_StopDigitized();
switch (SoundMode)
{
case sdm_PC:
SDL_PCStopSound();
break;
case sdm_AdLib:
SDL_ALStopSound();
break;
default:
break;
}
SoundPositioned = false;
SDL_SoundFinished();
}
///////////////////////////////////////////////////////////////////////////
//
// SD_WaitSoundDone() - waits until the current sound is done playing
//
///////////////////////////////////////////////////////////////////////////
void
SD_WaitSoundDone(void)
{
while (SD_SoundPlaying())
SDL_Delay(5);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicOn() - turns on the sequencer
//
///////////////////////////////////////////////////////////////////////////
void
SD_MusicOn(void)
{
sqActive = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicOff() - turns off the sequencer and any playing notes
// returns the last music offset for music continue
//
///////////////////////////////////////////////////////////////////////////
int
SD_MusicOff(void)
{
word i;
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
sqActive = false;
switch (MusicMode)
{
case smm_AdLib:
alOut(alEffects, 0);
for (i = 0;i < sqMaxTracks;i++)
alOut(alFreqH + i + 1, 0);
break;
default:
break;
}
SDL_UnlockMutex(audioMutex);
return (int) (sqHackPtr-sqHack);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_StartMusic() - starts playing the music pointed to
//
///////////////////////////////////////////////////////////////////////////
void
SD_StartMusic(int chunk)
{
SD_MusicOff();
if (MusicMode == smm_AdLib)
{
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
int32_t chunkLen = CA_CacheAudioChunk(chunk);
sqHack = (word *)(void *) audiosegs[chunk]; // alignment is correct
if(*sqHack == 0) sqHackLen = sqHackSeqLen = chunkLen;
else sqHackLen = sqHackSeqLen = *sqHack++;
sqHackPtr = sqHack;
sqHackTime = 0;
alTimeCount = 0;
SD_MusicOn();
SDL_UnlockMutex(audioMutex);
}
}
void
SD_ContinueMusic(int chunk, int startoffs)
{
SD_MusicOff();
if (MusicMode == smm_AdLib)
{
// [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes
SDL_LockMutex(audioMutex);
int32_t chunkLen = CA_CacheAudioChunk(chunk);
sqHack = (word *)(void *) audiosegs[chunk]; // alignment is correct
if(*sqHack == 0) sqHackLen = sqHackSeqLen = chunkLen;
else sqHackLen = sqHackSeqLen = *sqHack++;
sqHackPtr = sqHack;
if(startoffs >= sqHackLen)
{
Quit("SD_StartMusic: Illegal startoffs provided!");
}
// fast forward to correct position
// (needed to reconstruct the instruments)
for(int i = 0; i < startoffs; i += 2)
{
byte reg = *(byte *)sqHackPtr;
byte val = *(((byte *)sqHackPtr) + 1);
if(reg >= 0xb1 && reg <= 0xb8) val &= 0xdf; // disable play note flag
else if(reg == 0xbd) val &= 0xe0; // disable drum flags
alOut(reg,val);
sqHackPtr += 2;
sqHackLen -= 4;
}
sqHackTime = 0;
alTimeCount = 0;
SD_MusicOn();
SDL_UnlockMutex(audioMutex);
}
}
///////////////////////////////////////////////////////////////////////////
//
// SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying()
// to see if the fadeout is complete
//
///////////////////////////////////////////////////////////////////////////
void
SD_FadeOutMusic(void)
{
switch (MusicMode)
{
case smm_AdLib:
// DEBUG - quick hack to turn the music off
SD_MusicOff();
break;
default:
break;
}
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicPlaying() - returns true if music is currently playing, false if
// not
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_MusicPlaying(void)
{
boolean result;
switch (MusicMode)
{
case smm_AdLib:
result = sqActive;
break;
default:
result = false;
break;
}
return(result);
}
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